At the end of last month, Oculus released a review interview post on the 5th anniversary of its debut. Although it is a routine public relations post, there are still many detailed details worth mentioning. The following points are in no particular order. There is the address of the original post at the end of the article. Interested students can read the original post.
On the Tracking of Head Display
This can be said to be the most informative paragraph in the whole post. The internal evaluation standard of internal and external tracking used on Rift S and Oculus Quest turned out to be rhythmic lightsaber score. The operation process is as follows: find a colleague who can play rhythmic lightsaber with difficulty, let him play the same level with Rift, Rift S and Quest in turn, then compare the scores, and then use this data to locate the problem point and improve the tracking algorithm. In this regard, the original words in the post are: without the high-intensity game of rhythmic lightsaber, it is difficult for us to find or determine the problems of the original tracking algorithm.
Another noteworthy thing is the same inward-outward tracking algorithm. Before the improvement, there was little difference between Rift S S and Rifts on PC, while Quest and Rifts were very different on the move. In other words, the same tracking scheme is much more difficult to implement on the mobile side than on the PC side. From this point, we can guess that there is a gap between the internal and external tracking done by HTC and oculus, and the gap will be even greater on the mobile side. The technical threshold of VR mobile terminal is much higher than that of PC terminal.
Touch handle
This point should be very curious to most people. In just two years, Quest platform has produced two touch handles with different styles, and two generations of handles cannot be used universally. The thumb sensing area removed from the first generation was added back to the second generation handle one year later. In fact, this "nostalgic" method is because the starting point of two generations of handle design is different. The development of the 1 generation handle continues the Oculus Go handle, rocker and keys added later, while the slogan of the second generation handle design is to return to the original generation.
To touch, just turn the tracking ring upward.
Oculus Go
This first mobile VR headset sold 199 knives before production stopped, which represents Oculus' attempt to take the video route. The main feature of the official advertisement is that two men watch a movie together. The direct result of this road being stranded is that the subsequent head show has changed back to the main game Oculus Quest. Another consequence of giving up the video route is that Quest doesn't have a separate 3DF brush mode today. If you want to see a movie, you have to turn on the light, and the power consumption is not much different from that when playing games.
The next five years
At the end of the post, the great god Micheal Abrash gave his prediction for the next five years. When the clarity and brightness of his head display catch up with the current mobile phone screen, the lens may solve the problem of light leakage, but it is still a bit difficult to popularize eye tracking. In fact, as long as the screen display effect can be perfectly solved, it is absolutely no problem for VR head display to reach the penetration rate of today's tablet. Besides, this guy mentioned the legendary HRTF sound effect at the end.